/*
 * Copyright (C) 2005-2011 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008-2011 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010-2011 ProjectSkyfire <http://www.projectskyfire.org/>
 * 
 * Copyright (C) 2011 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#include "gamePCH.h"
#include "HomeMovementGenerator.h"
#include "Creature.h"
#include "CreatureAI.h"
#include "Traveller.h"
#include "DestinationHolderImp.h"
#include "WorldPacket.h"

void HomeMovementGenerator<Creature>::Initialize(Creature & owner) {
	float x, y, z;
	owner.GetHomePosition(x, y, z, ori);
	owner.RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
	owner.AddUnitState(UNIT_STAT_EVADE);
	_setTargetLocation(owner);
}

void HomeMovementGenerator<Creature>::Finalize(Creature & owner) {
	owner.ClearUnitState(UNIT_STAT_EVADE);
}

void HomeMovementGenerator<Creature>::Reset(Creature &) {
}

void HomeMovementGenerator<Creature>::_setTargetLocation(Creature & owner) {
	if (!&owner)
		return;

	if (owner.HasUnitState(
			UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED))
		return;

	float x, y, z;
	owner.GetHomePosition(x, y, z, ori);

	CreatureTraveller traveller(owner);

	uint32 travel_time = i_destinationHolder.SetDestination(traveller, x, y, z);
	modifyTravelTime(travel_time);
	owner.ClearUnitState(UNIT_STAT_ALL_STATE & ~UNIT_STAT_EVADE);
}

bool HomeMovementGenerator<Creature>::Update(Creature &owner,
		const uint32& time_diff) {
	CreatureTraveller traveller(owner);
	i_destinationHolder.UpdateTraveller(traveller, time_diff);

	if (time_diff > i_travel_timer) {
		owner.AddUnitMovementFlag(MOVEMENTFLAG_WALKING);

		// restore orientation of not moving creature at returning to home
		if (owner.GetDefaultMovementType() == IDLE_MOTION_TYPE) {
			//sLog->outDebug("Entering HomeMovement::GetDestination(z, y, z)");
			owner.SetOrientation(ori);
			WorldPacket packet;
			owner.BuildHeartBeatMsg(&packet);
			owner.SendMessageToSet(&packet, false);
		}

		owner.ClearUnitState(UNIT_STAT_EVADE);
		owner.LoadCreaturesAddon(true);
		owner.AI()->JustReachedHome();
		return false;
	}

	i_travel_timer -= time_diff;

	return true;
}
